Pocket Guide to WOTLK (Updated for 3.3)
A quick summary of the rogue theorycrafting work to date for Wrath of the Lich King. This
guide is a rough compilation of various posts made on the forums concerning rogue PVE dps.
Contributions made by Vulajin, Aldriana, Tinwhisker, Enova, drumbum, Shaker, spOOn, chalon,
Snowcrasher, Mavanas, and others from the rogue community.
If in doubt of any of the information posted here, please use the spreadsheet.
Read Aldriana's 3.3 Rogue FAQ for a quick primer.
Most the information posted in this guide is derived from the following spreadsheets.
Please use these spreadsheets for a more accurate approach.
Aldriana's Combat and Mutilate Spreadsheets
Mavanas' Rogue DPS Simulation Spreadsheet
Rotation, Weapon Speeds, and Poisons
The information posted below is just a quick and general outline of common strategies. Results
may differ for various armor and weapon combinations. Please use the spreadsheet for a more
Originally posted by Tinwhisker.
PvE Mutilate, fast and flawed advice
Highest DPS dagger mainhand, have at least one fast dagger in either hand.
Fastest dagger - Deadly Poison, Other dagger - Instant Poison.
* Ensure that there is a bleed (ie. Rupture, Deep Wounds, Rend) on the target.
* Start up Hunger for Blood.
* Start up Slice and Dice however you please, really.
* Use vanish whenever possible for Overkill buff.
1. Keep HFB up.
2. Keep SnD up (mainly via Envenom).
3. 4+ combo point Envenom.
4. ToT when off cooldown, especially with 2pc T10.
PvE Combat, fast and flawed advice
Mainhand a sword/axe, fist or mace weapon of generally slow speed.
Offhand a sword/axe, dagger or fist weapon of generally fast speed.
Mainhand Instant Poison, Offhand Deadly Poison.
* Start up Slice and Dice however you please, really.
* Use cooldowns whenever possible. Killing spree + blade flurry, blade flurry +
adrenaline rush can be used. Adrenaline rush + killing spree is not recommended
due to energy capping.
1. Keep SnD up, no matter what the number of combo points are.
2. 5 point Eviscerate.
3. ToT when off cooldown, especially with 2pc T10.
Read Aldriana's post on combat cycles here.
Combat Rating Table
For 6.5% boss dodge chance (26/26 expertise):
26 expertise (214 expertise rating) to cap.
16 expertise (132 expertise rating) to cap for rogues with 2/2 Weapon Expertise.
13 expertise (107 expertise rating) to cap for combat human rogues wielding a sword/mace.
11 expertise (91 expertise rating) to cap for combat dwarf rogues wielding a mace.
11 expertise (91 expertise rating) to cap for combat orc rogues wielding a fist/axe.
The above numbers are the expertise numbers needed from gear to cap.
The character tooltip should read 26 expertise.
Originally posted by drumbum.
The following values assume that you have 5/5 Precision and that you are attacking a level 83 mob (i.e., boss level).
The following values assume that you have 2/5 Precision and that you are attacking a level 83 mob (i.e., boss level).
For PVP, assuming no Precision:
Armor Penetration Rating
Armor penetration cap is not affected by target debuffs (ie. sunder/faerie fire)
so the caps are as follows:
100% armor penetration - 1400 armor pen rating
85% armor penetration (Mace spec) - 1190 armor pen rating
Critical Strike Cap
Crit Cap = 100% - 24% glancing blows - X% dodge chance - X% miss chance
where X% dodge chance is determined by expertise rating and X% miss chance is determined by hit rating.
There is a haste cap but it is so high that is it not currently reachable with any
gear combination in the foreseeable future.
See Mavanas' post on the haste cap here.
Equivalence points (EP) is a way to convert various item attributes--such as
agility, crit rating, hit rating, and others--to a single attribute for comparison
purposes. For this guide, all DPS attributes will be converted to attack power (AP),
where 1 EP = 1 AP. To compare items, simply multiply the EP weight with the
desired item attribute and sum up the results.
For example, assuming Agi=2, Crit=1.5, AP=1:
Item 1 - 22 Agi, 40 Crit, 50 AP = (22*2) + (40*1.5) + 50 = 154
Item 2 - 43 Agi, 70 AP = (43*2) + 70 = 156
In this case, Item 2 is better.
Sample EP Weights
Assumes a reasonably T9 geared rogue with JC + one other 80 EP
profession. Combat/Mutilate EP values taken from Aldriana's spreadsheet.
Note: These EP weights are a SAMPLE only and gives a rough approximation
of what to look for in gear. EP weights will change with different gear sets. Also,
the sample EP weights are calculated with full 25 man raid buffs in mind.
Use the spreadsheets first and foremost for a more accurate approach to
gearing. The lists below use sample EP weights from Aldriana's spreadsheets
for a T9 to early T10 geared rogue.
T10 vs T9
The general consensus is that the 2pc T10 is very strong and that the 4pc T10
bonus is decent. The 4pc T9--if a rogue should have it--should be dropped
immediately once 2pc T10 is acquired.
Read Aldriana's FAQ for more details.
Best In Slot
Mavanas' T10 BIS Gear List can be found here.
Rough estimates show that the ilvl 245 weapons dropped from Onyxia (ie. Vis'kag, Deathbringer)
are roughly equivalent to their ilvl 232 counterparts. For example, [Tempered Vis'kag the Bloodletter]
is a sidegrade to [Serilas, Blood Blade of Invar One-Arm].
Aldriana's post on professions.
* Engineering EP is highly dependent on using bombs every cooldown. If bombs are
not used optimally, engineering EP can be below that of other professions.
Profession Only Enchants
Only the most commonly used gems are listed. Please consult the spreadsheet
for more accurate gemming choices.
* Use [Nightmare Tear] to activate the Relentless Earthsiege Diamond metagem.
One quick addition, credited to Aldriana - is that the very rough value of the new RED is between 140 and 190 EP, getting better as your gear does. This value is useful for Lootrank, since it can calculate helms with/witout meta gems. It should be noted that because of this exceptionally high value, there are very few competitive helms without meta gem sockets.
I'm not sure if it's worth noting that BS/LW are the premier professions. JC/BS/LW are all pretty close and jewelcrafting could stay in the top depending on gear/socket dynamics, as well as the possibility of new gear being introduced. There's also an additional benefit of getting prismatic gems with your optimum stat versus having to use a glinting or accurate gem and etc here and there. This may seem insignificant but really, so is the difference between the professions.
edit: Basically what I'm trying to say is we're not sure what's going to be the best in the long run, so why add it to the guide.
There was a bump to the enchant AP to bracers so the LW fur lining only gained 64 AP. No more drums and Blizz isn't going to do BoP items anymore I believe so LW is pretty much on par with everything else. Pretty much all of them have a 64 AP benefit.
BS is only better if you use epic gems in the 2 extra slots for 80 AP, blue quality gems get you that exact 64 AP benefit as well. But epic gems aren't released yet as far as I know and maybe by then they'll introduce new stuff to balance it at 80 AP per professon.
Here's the post that summarized all the profession bonuses: http://elitistjerks.com/f15/t29288-w...35/#post904932
And the quick copy and paste of his physical dps section:
- Herbalism = 66.7AP (average, requires consumables)
- Skinning = 25 Crit rating
- Alchemy = 64 AP (Flask of Endless Rage)
- Enchanting = 64 AP
- Jewelcrafting = 42 AP or 21 AGI or 21 STR or 21 Crit Rating or 21 Haste Rating or 21 Hit Rating or 177 ArPen
--- Jewelcrafting = 62 AP or 31 AGI or 31 STR etc. (counts avoiding using a blue gem instead of a red for meta requirements)
- Blacksmithing = 80 AP or 40 AGI or 40 STR or 40 Crit Rating or 40 Haste Rating or 40 Hit Rating or 280 ArPen
- Leatherworking = 64 AP
- Inscription = 64 AP
For maximum DPS it's probably best to ignore blue sockets (except for one to satisfy the meta) and just put DPS gems in them. If you have prismatics, you don't have to give up socket bonuses that would be otherwise, which should count as an extra bonus for JC.
For example, if I was wearing t7 helm and chest, I'd socket blue in the helm to satisfy the meta and pick up the 8 agi as a bonus. I would ignore the socket bonus in the chest (6 crit) and just gem for DPS.
As a jewelcrafter, I can claim all of the benefits that you took into account above, but also claim that 6 crit bonus at no penalty by putting one of the prismatics in the blue chest socket. You already accounted for the bonus of putting a prismatic in the helmet, but when there are two or more items with blue sockets and useful socket bonuses, JC pulls just a little further ahead. Enough, at least, to make it preferable to all of the others except BS. Of course, if you have only one (or no) blue sockets with useful bonuses, then your numbers are correct (neglecting the tiny bit of gain you get out of being able to put red gem stats into yellow gem sockets or vice versa).
And of course, since we are observing that BS is not quite as good as you say until epic gems become available, it is also worth pointing out the Jewelcrafting is way better than you say until epic gems become available.
The advantage to wielding the slower weapon in the main hand is that your mutilates hit slightly harder.
However it is always advantageous to put instant poison on the faster weapon, and since finishers CAN proc poisons (and other effects) from your main hand, you will be able to proc IP on finishers if you put the faster weapon MH. Turns out this is more useful than getting slightly more damage out of your mutilates.
I did not see movement enchants/gems listed in OP. In wrath, are stats scaled to such a level that these are obsolete, or have they merely been ignored to favor 'stand and deliver' stats comparisions?
A slight correction. A Enchanted Tear beats any other non-epic gem for a blue socket.
Not mentioning glyph values in your thread?
there are just not enough pve valuable Glyphs around to start a discussion. Rupture, SnD, SS.
Nobody ever mentions Hyperspeed Accelerators from Engineering, which gives 340 Haste rating for 8 seconds every 2 minutes. That's an average of 22 2/3 haste rating on the gloves, which I would think is comparable to 20 Hit rating, or 15 Expertise Rating, especially since you can time it up with Blade Flurry if Combat. EP Weights seem to indicate 44 AP is better, though.
Engineering also has the BoP [Weakness Spectralizers], which is about equal to T7 sadly.
So while Engineering doesn't seem to have the 64 AP bonus that other professions give, there seem to be a few roughly equal alternatives. It's worth at least mentioning in the Professions section, even to say why it's not as good.
With announced changes to fan of knives to remove the cooldown and to make it dagger friendly, some sort of information in the article regarding proper/improper use of the ability may be useful. As it's also a new ability, it's something people are likely to have far less knowledge of than other topics. I guess we need to wait for the changes to be implimented though to see what impact it has on playstyle. From the blue post announcment it would appear the change is to bump Rogue AoE up to an acceptable level on trash. Whether this leads to a completely different playstyle on trash packs is yet to be seen. A combination of running slice and spamming FoK perhaps?
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